From d7de2dccf0d0cd50588f5b43773d4e7fc5bd94a6 Mon Sep 17 00:00:00 2001 From: Bond-009 Date: Fri, 5 Jan 2018 15:32:30 +0100 Subject: [PATCH] Improved fishing rewards (#4120) * Damage fishing rod after use * Give xp to the player for catching something * Fixed junk drops * Implement Luck of the Sea --- src/Item.cpp | 4 +- src/Items/ItemFishingRod.h | 90 ++++++++++++++++++++++---------------- 2 files changed, 56 insertions(+), 38 deletions(-) diff --git a/src/Item.cpp b/src/Item.cpp index b3c906037..5d486fdab 100644 --- a/src/Item.cpp +++ b/src/Item.cpp @@ -55,6 +55,7 @@ short cItem::GetMaxDamage(void) const case E_ITEM_DIAMOND_SHOVEL: return 1561; case E_ITEM_DIAMOND_SWORD: return 1561; case E_ITEM_FLINT_AND_STEEL: return 64; + case E_ITEM_FISHING_ROD: return 65; case E_ITEM_GOLD_AXE: return 32; case E_ITEM_GOLD_BOOTS: return 92; case E_ITEM_GOLD_CHESTPLATE: return 113; @@ -88,8 +89,9 @@ short cItem::GetMaxDamage(void) const case E_ITEM_WOODEN_PICKAXE: return 59; case E_ITEM_WOODEN_SHOVEL: return 59; case E_ITEM_WOODEN_SWORD: return 59; + + default: return 0; } - return 0; } diff --git a/src/Items/ItemFishingRod.h b/src/Items/ItemFishingRod.h index ed8dfafef..42c16bfff 100644 --- a/src/Items/ItemFishingRod.h +++ b/src/Items/ItemFishingRod.h @@ -89,29 +89,41 @@ public: return true; } ); + a_Player->UseEquippedItem(5); } else if (FloaterInfo.CanPickup()) { + UInt32 LotSLevel = std::min(a_Player->GetEquippedItem().m_Enchantments.GetLevel(cEnchantments::enchLuckOfTheSea), 3u); + + // Chances for getting an item from the category for each level of Luck of the Sea (0 - 3) + const int TreasureChances[] = {50, 71, 92, 113}; // 5% | 7.1% | 9.2% | 11.3% + const int JunkChances[] = {100, 81, 61, 42}; // 10% | 8.1% | 6.1% | 4.2% + cItems Drops; - int ItemCategory = Random.RandInt(99); - if (ItemCategory <= 4) // Treasures 5% + int ItemCategory = Random.RandInt(999); + if (ItemCategory < TreasureChances[LotSLevel]) { - int Treasure = Random.RandInt(5); - switch (Treasure) + switch (Random.RandInt(5)) // Each piece of treasure has an equal chance of 1 / 6 { case 0: { - Drops.Add(cItem(E_ITEM_BOW)); // TODO: Enchantments + cItem Bow(E_ITEM_BOW, 1, Random.RandInt(50)); + Bow.EnchantByXPLevels(Random.RandInt(22, 30)); + Drops.Add(Bow); break; } case 1: { - Drops.Add(cItem(E_ITEM_BOOK)); // TODO: Enchanted book + cItem Book(E_ITEM_ENCHANTED_BOOK); + Book.EnchantByXPLevels(30); + Drops.Add(Book); break; } case 2: { - Drops.Add(cItem(E_ITEM_FISHING_ROD, 1, Random.RandInt(50))); // Fishing rod with durability. TODO: Enchantments on it + cItem Rod(E_ITEM_FISHING_ROD, 1, Random.RandInt(50)); + Rod.EnchantByXPLevels(Random.RandInt(22, 30)); + Drops.Add(Rod); break; } case 3: @@ -133,57 +145,59 @@ public: a_Player->GetStatManager().AddValue(statTreasureFished, 1); } - else if (ItemCategory <= 14) // Junk 10% + else if (ItemCategory < JunkChances[LotSLevel]) { - int Junk = Random.RandInt(70); - if (Junk <= 1) - { - Drops.Add(cItem(E_ITEM_DYE, 10, 0)); - } - else if (Junk <= 4) - { - Drops.Add(cItem(E_ITEM_BOW, 1, Random.RandInt(64))); - } - else if (Junk <= 9) - { - Drops.Add(cItem(E_ITEM_STICK)); - } - else if (Junk <= 14) - { - Drops.Add(cItem(E_ITEM_STRING)); - } - else if (Junk <= 22) + int Junk = Random.RandInt(82); + if (Junk < 10) // 10 / 83 chance of spawning a bowl { Drops.Add(cItem(E_ITEM_BOWL)); } - else if (Junk <= 30) + else if (Junk < 12) // 2 / 83 chance of spawning a fishing rod + { + // Fishing Rods caught from the Junk category will be 10%–100% damaged, and always unenchanted. + Drops.Add(cItem(E_ITEM_FISHING_ROD, 1, Random.RandInt(7, 65))); + } + else if (Junk < 22) // 10 / 83 chance of spawning leather { Drops.Add(cItem(E_ITEM_LEATHER)); } - else if (Junk <= 38) + else if (Junk < 32) // 10 / 83 chance of spawning leather boots { - Drops.Add(cItem(E_ITEM_LEATHER_BOOTS)); + // Leather boots caught from the Junk category will be 10%–100% damaged, and always unenchanted. + Drops.Add(cItem(E_ITEM_LEATHER_BOOTS, 1, Random.RandInt(7, 66))); } - else if (Junk <= 46) + else if (Junk < 42) // 10 / 83 chance of spawning rotten flesh { Drops.Add(cItem(E_ITEM_ROTTEN_FLESH)); } - else if (Junk <= 54) + else if (Junk < 47) // 5 / 83 chance of spawning a stick { - Drops.Add(cItem(E_ITEM_POTIONS)); + Drops.Add(cItem(E_ITEM_STICK)); } - else if (Junk <= 62) + else if (Junk < 52) // 5 / 83 chance of spawning string + { + Drops.Add(cItem(E_ITEM_STRING)); + } + else if (Junk < 62) // 10 / 83 chance of spawning a water bottle + { + Drops.Add(cItem(E_ITEM_POTION)); + } + else if (Junk < 72) // 10 / 83 chance of spawning a bone { Drops.Add(cItem(E_ITEM_BONE)); } - else if (Junk <= 70) + else if (Junk < 73) // 1 / 83 chance of spawning an ink sac + { + Drops.Add(cItem(E_ITEM_DYE)); + } + else // 10 / 83 chance of spawning a tripwire hook { Drops.Add(cItem(E_BLOCK_TRIPWIRE_HOOK)); } a_Player->GetStatManager().AddValue(statJunkFished, 1); } - else // Fish + else { int FishType = Random.RandInt(99); if (FishType <= 1) // Clownfish has a 2% chance of spawning @@ -194,11 +208,11 @@ public: { Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_CLOWNFISH)); } - else if (FishType <= 24) + else if (FishType <= 24) // Raw salmon has a 25% chance of spawning { Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_SALMON)); } - else + else // Raw fish has a 60% chance of spawning { Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_FISH)); } @@ -216,6 +230,8 @@ public: Vector3d FlyDirection = a_Player->GetEyePosition() - FloaterPos; a_World->SpawnItemPickups(Drops, FloaterPos.x, FloaterPos.y, FloaterPos.z, FlyDirection.x * FISH_SPEED_MULT, (FlyDirection.y + 1.0f) * FISH_SPEED_MULT, FlyDirection.z * FISH_SPEED_MULT); + a_World->SpawnExperienceOrb(a_Player->GetPosX(), a_Player->GetPosY(), a_Player->GetPosZ(), Random.RandInt(1, 6)); + a_Player->UseEquippedItem(1); cRoot::Get()->GetPluginManager()->CallHookPlayerFished(*a_Player, Drops); } }